SolarMelee/Epsilon

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Just some thoughts on a few potential "playing field leveling" Solar Charms.


Wave Splitting Manner</b>

 <b>Cost: 3 motes
 Duration: Instant
 Type: Reflexive
 Min. Melee: 4
 Min Essence: 2
 Prereqs: Fire and Stones Strike

The Solar senses an immeninently successful attack the moment before it connects and with a gentle push of Essence along the edge of his striking weapon, allowing it to part flesh and metal like he would the waters of a pond. This charm may be activated after any successful attack roll, after defense is applied but before soak. The Solar doubles his weapons damage bonus for the purpose of determining base damage.

Inevitable Solar Stroke</b>

 <b>Cost: 5 motes
 Duration: Instant
 Type: Reflexive
 Min. Melee: 4
 Min Essence: 3
 Prereqs: One Weapon, Two Blows, Solar Counterattack

Even as the opponent deflects the blows of the Solar Exalted the attack dissolves into a swirl of phantom Essence while the true blow slashes inward from an unexpected direction.

This Charm may be activated after an opponent successfully defends against any melee attack. You may immediatly make an additional melee attack against the same opponent with a dicepool equal to the number of successes you scored on the attack roll before the opponents defense was applied. The opponent may not apply the same defense method to this attack that he did to any previous attack defended against from a sequence of attacks including the Inevitable Solar Stroke. There is no limit to how often you may use this Charm in a turn, though you may not use it if you fail to score at leats one success on the attack roll, or you score enough successes to hit an opponent.

For example: If you attack and the opponent successful Dodges the first attack, he may not then Dodge the follow-up Inevitable Solar Stroke, though he may Parry it. If you then perform a third attack using Inevitable Solar Stroke the opponent may neither Dodge nor Parry this attack, though he may apply a third defence if he has access to one. See the "one defense per instance" rule.

Brilliant Solar Aegis</b>

 <b>Cost: 1+ motes
 Duration: One scene
 Type: Simple
 Min. Melee: 4 
 Min Essence: 3
 Prereqs: Bulwark Stance, Glorious Solar Saber

The Solar gathers Essence along his arm and with a flare of his fingers forms a perfect disc of energy apprximately one foot across. This disc is impervious to all attacks, and the Solar gains an intuitive sense of all incoming attacks. This disc acts as a Shield, increasing the difficulty of all incoming attacks against the Solar by one for every mote of Essence invested. The Solar may invest no more Essence in this Charm then his permanent Essence score. Protection provided by this Charm does not stack with the actual use of a Shield. Additionally this essence created disc can serve as a weapon for the purposes of determining whether the Solar may use a Melee defense Charm.

Eye Of The Tempest</b>

 <b>Cost: 3 motes+, 1 Willpower
 Duration: One turn
 Type: Reflexive
 Min. Melee: 5
 Min Essence: 4
 Prereqs: Iron Whirlwind Attack, Ready in Eight Directions Stance

The Solar assumes a compact stance for a fraction of a second, before he steps forward, his body leaving twisting contrails of Essence as his weapon strikes and parries with virtual impunity, devestating any opponent in his way.

When this Charm is activated the Solar forfeits all other actions for the turn except for those granted by already established scene long Charms. By expending 3 motes per attack the Solar may make a single attack, at his full dicepool, versus any opponent within reach of his weapon regardless of the Solars initiative. He may also create a cascading parry with a single weapon for the cost of 3 motes per cascading parry (the cascade can not exceed the weapon's Rate). The Solar may activate this Charm a maximum number of times in a single turn equal to his Melee score.


Comments

Brilliant Solar Aegis should be a Resistance Charm, not a Melee one.

For Eye Of The Tempest, have you seen my idea of Pattern Charms? Also, where would those attacks fall in the turn, if not on initative order- just, whenever the Solar wants? What happens if two Solars attack one another at the same time? And why would I ever again use Iron Whirlwind Attack?, since this gives me a more flexible version PLUS what amounts to an initative stealer at a more flexible cost? It should be 4 motes per attack.

Actually, I'd say that shields should be Melee, not Resistance, since they're closer to weapons than they are to armor. Then again, nothing about the way shields work in Exalted makes any sense, so who's to say?\\

As for EotT, well, you wouldn't use IWA ever again. So what? That's how Solars work. Once you have FFBS, you don't use Bulwark Stance anymore. Once you get SDS, you don't use RiEDS anymore. In a sense, most Solar combat Charms are speedbumps, with preceding Charms only still useful in highly unusual circumstances. It's no big deal - Solar Charms are silly-cheap xp-wise.\\ Also you should sign your comments so we know who you are =) - SMK

Look at the duration of Eye of the Tempest. You can't place it in Combos. That's the reason you'd still have a use for Iron Whirlwind. As for the initiative bit, it work like all other auto-initiative winners, in that if faced with similar magic, you roll off as normal. This isn't explicit in the text, I'll probably modify the text to reflect this. - Epsilon